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Seeking advice


Shinth

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KYOUSANKEN

Syntax: cast 'kyousanken'

A ritualistic stance meant to be used with two weapons. While under

its effects the blademaster moves more slowly analyzing his opponent's

actions. When an attack is made, the blademaster uses his weapons to

redirect the force of the blow lessening the damage, or incase of ranged

weapons completely deflecting it.

See also: BLADELORE

So that is blademasters.

And Warriors with Shield Expertise.

Clerics rank very well, especially good ones.

Dwarves, have 21 STR beating Humans, and With Ray blind, Steel Wall and Holy hands, can output decent damage for a long time on big mobs.

Also Magic resistence and 25 CON means a lot of error margin.

Also they are one of the less dependent Clerics races.

Having played pretty much strictly BLMs...I forgot about kyousanken. I was thinking about warrior with shield expertise. I fail...

Kudos on staying the path Shinth...I've never stuck with anything until condeath. Fiery temper is my downfail...that and not understand that whole delpass thing everyone talks about.

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considering you're a melee class, most people go for hit/dam roll equipment which the teeth necklace gives 2 hit and nothing else I believe. You probably should keep the amulet to wear as a spare in case you run into an invoker, until you can find something better to replace it.

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As rogue classes, I generally find that hitroll and damroll boosting equipment is more important than having very high saves for one main reason.

As a rogue, you're generally not made for long, drawn out fights. You're usually killing them quickly before mages/clerics have had time to spell you up, or you're out of there and waiting for another chance to take them out fast.

Warriors, blademasters, berzerkers and rangers often need to load up on saves because they generally don't have as much of an element of surprise as rogues do (rangers can ambush, true, but rogues are more of a 'surprise' class), and they often don't have the ability to take someone down in a surprise attack.

Some good ideas for gear have already been posted, I'll add my own little list:

Light: Blood Candle or Combat Lantern (ask someone to summon the Ethereal Knight for you)

Rings: Onyx or opal rings from the troll scouts, depending on whether you want hitroll or damroll.

General: If you're neutral, mithril gear from Thalos is all +hit and also protects against maledictions. If not, try and get help killing the tainted golems in the Canyon (be careful of them, they auto-attack and you can flee into other aggressive creatures). Kesrick is also good for general +hit gear.

Neck: Teeth necklaces from the Dragonteeth Mountains are +hit, or you can try to kill the first mate's spectre in the sunken ship just north of the entrance to the tombs, I believe it's +3.

Wrists: Try to kill Jhaerek in the Ford for titanium bracers, if you can't do it alone ask someone to help you.

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Be sure you have flight and sanctuary whenever you fight. You would have lasted much longer with sanctuary, and you would have been able to flee with flight. His beasts tripped you which is why you couldn't flee. Flight potions and scrolls are available from the shops in town, and you can find vials of sanctuary by doing the quests given out by your guildmaster in Rheydin.

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I know you want to stick with this character - which is admirable - but it will mean you take a LOT longer to get up to a reasonable standard IMO. Ninja's, due to the ability to hide, and the lack of castable protections, spend a lot of time hidden, thus not interacting with people as much, also Ninja PK is VERY specific to that class, and thus you can get into habits with a Ninja that would hold you back when trying to learn the game at large.

I would highly recommend a communer of some sort as a learner character. You come with just about every spell you would need able to be casted, can make food and water, heal all your wounds and most maledictions. Recall is castable, and therefore useable while blind which is HUGE! Human Mystic Cleric is a very decent and cheap learner if your good aligned, if you really want to be evil, and you want a bit more PK punch Human Dischord Cleric - I won't go into specifics but the holy hands can make PK a lot easier.

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I know you want to stick with this character - which is admirable - but it will mean you take a LOT longer to get up to a reasonable standard IMO. Ninja's, due to the ability to hide, and the lack of castable protections, spend a lot of time hidden, thus not interacting with people as much, also Ninja PK is VERY specific to that class, and thus you can get into habits with a Ninja that would hold you back when trying to learn the game at large.

I would highly recommend a communer of some sort as a learner character. You come with just about every spell you would need able to be casted, can make food and water, heal all your wounds and most maledictions. Recall is castable, and therefore useable while blind which is HUGE! Human Mystic Cleric is a very decent and cheap learner if your good aligned, if you really want to be evil, and you want a bit more PK punch Human Dischord Cleric - I won't go into specifics but the holy hands can make PK a lot easier.

I really like my Ninja character, I got the jump today on an Invoker, and although I failed miserably by not using dirt as my opening move and wasting rounds by trying to use caltraps on a pixie, I still made them run. (thank god I didn't cast blindness dust in the Temple, but grapple really put the hurt on them). Is fury effective? After using it I didn't see them cast any spells, but I grappled and were probably spamming flee.

And I think I will listen to you advice and make a cleric. Being evil isn't going to be a disadvantage though?

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Firstly fury is your friend. If it works, your opponents proficiency at spells will be much lower. It's incredibly irritating for them. I know. Second, I'm amazed you managed to grapple an invoker.... they sould always have protective shield up. Thirdly, good that you're making a cleric. Perhaps both an advantage and a disadvantage of being evil is that you'll have fewer friends. This means less help, but more pk opportunities. There's one slight difference in the evils get isolate later, which will cut a ranger or necro off from his pets, and goodie clerics get portal which is just a sweet limited gate type spell.

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Evils and goodies both get Isolate - Its minister that Evil Clerics get as opposed Portal.

My first character was a human dischord Evil Cleric - and I learnt soooo much from him, so I wouldn't discount it.

A good cleric will be a much easier learning curve - Good Clerics are near unkillable unless they want to take serious risks, and they make very good support members for trips to the quest areas and high end Equip areas.

Evil Clerics don't have quite the survivability - but have much more of a punch in terms of getting kills themselves. One thing to remember is that Alignment is about a lot more than just Mechanics. Evils won't get as much help from other characters as a good will, period. Some people find ways to help out evil chars with good RP, but on the whole its far more common to find someone who is willing to help you and show you around on a good character.

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Good Vs Evil Cleric.

Goods are a lot easyer to equip than a Evil, because you can wear the Mithril suit from golems in Old Thalos.

But their equipment Knowledge does not transfer to evils very well.

Evils have worst low level equipment, but their high end equipment is a lot better. :mad: But then again Knowledge transfer to goods is somewhat limited.

So choose having in mind what do you want to play latter.

If you favor Evils go with a evil cleric.

If you favor killing people go with evil.

If you favor goods go with good cleric.

If you interaction with other players go with good.

If you hate getting killed, go with good.

If you love killing go with evil.

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Actually' date=' bow shots can be blocked by any class with scrolls. Ya, now I'm the asshat[/quote']

You can NEVER EVER be an asshat with the Swedish Chef Avatar!!

Brought me back. Now, you'll be my hero if you can tell me the names of the two old men up in the balcony. I think one is Mortamer, the other??

MOP! You made my day.

By the way, Valek ruined mine by taking off Good Hulk.

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Good Vs Evil Cleric.

Goods are a lot easyer to equip than a Evil, because you can wear the Mithril suit from golems in Old Thalos.

But their equipment Knowledge does not transfer to evils very well.

Evils have worst low level equipment, but their high end equipment is a lot better. :mad: But then again Knowledge transfer to goods is somewhat limited.

So choose having in mind what do you want to play latter.

If you favor Evils go with a evil cleric.

If you favor killing people go with evil.

If you favor goods go with good cleric.

If you interaction with other players go with good.

If you hate getting killed, go with good.

If you love killing go with evil.

Thank you VERY much for the insight! :)

DUDE! You're the man! Hit up the evil cleric! DO IT! POP THE TRUNK! DO IT!

Heh, I will. Wait, how about a duergar for a cleric? Humans are boring.

EDIT: when I reach 30, I will be obligated to go shaman? Or that is optional? I hope I don't break any forum rules, but what do you guys recommend?

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Well if you're thinking evil cleric I'll break it up this way for you.

Human - 0exp penalty. No weaknesses. Alright mana and hp.

Duergar - 350 exp penalty. MAGIC RESISTANCE!!! (Yes, that is spells and magic weaponry) Lower mana than a human. Water Weakness.

Feral - 150 exp penalty. Weakness to fire (Very exploitable). Good mana and hp, pre-mastered parry, fury skill (which we have already talked about in this thread)

Drow - 500 exp penalty. MONSTROUS mana, hp not as high but with mana like crazy you can heal it all. Mithril allergy. Autosneak is also huge on an evil cleric.

Yes, duergar is a good optnion for cleric because the magic resistance is very very useful. The only thing you'll have to do is keep an eye on your mana and hope your opponent isn't coming at you with water weapons.

Also another thing to consider is your religion since it will play a huge part in a lot of your spells. Without giving too much away dischord and combat are both great options for evil clerics.

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You forgot Fire Giants Cleris. - 200 xp (data from 2004 from my notebook)

25 STR, Loads of Hitroll and Dam Roll.

Good HP, Lowest Mana of them all.

Phisical resistence.

Fire resistence.

Ice vulnerability.

Mental Vulnerability.

Bonus with Fire weapons.

I would favor Human Drow or Duergar.

Also keep in mind that Duergar < Dwarf.

If you are happy with playing a Duergar, play it.

Better to play something inferior that you like than a Power combo you hate and end up deleting. And Duergars are not inferior by any mean to other Evil clerics. Just require a different approach.

A tip for your Duergar at 50, Locate the Water weapons when you log on, that way you know who to avoid.

Given that, you will do fine vs most goodies and evils.

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I'm personally a strong advocate of drow... anything. But a duergar is a really good choice for cleric as well. Just think though, duergar are a bit stronger, and a bit more beefy than drow. You'll have more wiggle room to work with the extra hp, and nice magic resistance is helpful. With a drow you'll be running and healing ALOT more, but imho you can last longer in a fight. Also drow get AUTOSNEAK. If you know how to use this to your advantage, it is invaluable. It has saved my life many times and probably got me more than a few pks. Plus, drow will have dare I say huge dex and won't be getting hit as often.

Duergar:

More Hp

Magic Resist

More Melee capability

Drow:

Massive Mana

Learns Faster-For what that's worth to you

Better ac in general

Autosneak

Btw, both of these races can DIG. THIS SKILL WILL SAVE YOUR LIFE. Learn all the "holes" in Aabahran. Ask in game where to find a few. These are the perfect escape route that others may not follow. Hope this helps.

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DIG!?! I can't believe that I didn't remember this! Dig is more useful than running but watch out because you can't always dig right when you get out of combat. And having a dig char is good because if you learn the Underdark then you can use it with any char in certain ways. Anyone else remember chasing Dey's Luris through the underdark? That was a pain in the but.

Also I didn't bring up fire cleric because even though cleric is a great choice for new players fire cleric CERTAINLY is something that is best left to people who know the game better.

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Yes, keep away from Fire giants Clerics. Powerhouses in the right hands, Fluffy ducks in most.

Dwarves also dig...

But since you cannot dig after combat, it is useless to get a quick escape.

Also a pro for Duergars, they have a prety far of Recall point. Dont forget to chose that city at Character creation, or using a Registry...

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